Random Events Chart

1,1: War in the Balkans. +4 ETI.
Optional Rule from the Addenda: After the first War in the Balkans, there exists an overland route between Greece and Serbia. After the second War in the Balkans, there exists an overland route between Bulgaria and Greece replacing the route between Anatolia and Serbia; in addition, there exists a connection between Bulgaria and the Mediterranean Sea. (These rules reflect border changes resulting from the First and Second Balkan Wars.)
1,2: Conservative Victory in Britain. Double the British Income from his Colonial office this turn. Britain must spend at least £30 maintaining and/or constructing Military Units (not counting Indian Garrison Units) this turn.
Note: Ignore this event and reroll if 'Liberal Victory in Britain' has already been rolled this turn.
1,3: Liberal Victory in Britain. Halve the British Income (rounding down) from his Colonial office this turn. Britain may not spend more than £10 constructing new units this turn.
Note: Ignore this event and reroll if 'Conservative Victory in Britain' has already been rolled this turn.
1,4: Serbia defies Austria-Hungary. +4 ETI. Austria-Hungary may this turn, if they wish, purchase a Control Marker in Serbia, assuming no other player already has a Control Marker there, moving in Army Units and engaging in Colonial Combat for Control as normal.
1,5: Upheaval in Russia. Russia receives no income from his Colonial office this turn.
Note: Ignore this event and reroll if Russia is a Minor Power, or if this event occurs in 1880.
1,6: Protests in China. +1 ETI. +5 CRI.

2,1: War in South America. +1 ETI. America may this turn, if they wish, purchase a Control Marker in any one South American Area (defined as Panama or south of Panama), assuming no other player already has a Control Marker there, moving in Army Units and engaging in Colonial Combat for Control as normal.
2,2: American "Yellow Press" Journalism. Double the American Income from his Colonial office this turn. America must spend at least £30 maintaining and/or constructing Military Units this turn. America has a Casus Belli against Spain for this turn only.
2,3: French Anti-German Agitation. +2 ETI. Double the French Income from his Colonial office this turn. France must spend at least £30 maintaining and/or constructing Military Units this turn.
2,4: German Navy League Agitation. Double the German Income from his Colonial office this turn. Germany must spend at least £20 maintaining and/or constructing Naval Units this turn.
2,5: German Colonial Agitation. +2 ETI. Double the German Income from his Colonial office this turn.
If both 'German Navy League Agitation' and 'German Colonial Office Income' occur in the same turn, German Colonial Office income is quadrupled.
2,6: Pan-Slav Agitation in Russia. +2 ETI. Double the Russian Income from his Colonial office this turn. Russia must spend at least £30 maintaining and/or constructing Military Units this turn.
Note: If Russia is a Minor Power, increase the ETI and count this as a completed event, but ignore the rest of it.
Also note: If both 'Upheaval in Russia' and 'Pan-Slav Agitation' occur on the same turn, the Russian player is required to purchase military units even though he has no Colonial Office income for the turn.

3,1: Italian Irredentist Agitation. +2 ETI. Double the Italian Income from his Colonial office this turn. Italy must spend at least £30 maintaining and/or constructing Military Units this turn.
Note: If Italy is a Minor Power, increase the ETI and count this as a completed event, but ignore the rest of it.
3,2: Australian Pressure for Dominion. Britain must make Australia a Dominion this turn (if Britain already has a Protectorate or Possession there) or they lose 5 Victory Points.
Note: If Australia is already a Dominion. ignore this event and reroll. If Britain has no Control Marker there, ignore this event but do not reroll.
3,3: New Zealand Pressure for Dominion. Britain must make New Zealand a Dominion this turn (if Britain already has a Protectorate or Possession there) or they lose 5 Victory Points.
Note: If New Zealand is already a Dominion. ignore this event and reroll. If Britain has no Control Marker there, ignore this event but do not reroll.
3,4: South African Pressure for Dominion. Britain must make Cape Colony a Dominion this turn (if Britain already has a Protectorate or Possession there) or they lose 5 Victory Points.
Note: If Cape Colony is already a Dominion. ignore this event and reroll. If Britain has no Control Marker there, ignore this event but do not reroll.
3,5: Alaskan Pressure for Statehood. America must make Alaska a State this turn (if America already has a Protectorate or Possession there) or they lose 5 Victory Points.
Note: If Alaska is already a State. ignore this event and reroll. If America has no Control Marker there, ignore this event but do not reroll.
3,6: Boer Oppression of Uitlanders. +1 ETI. Britain may this turn, if they wish, purchase Control Markers in the Transvaal and/or Orange River Free States, assuming no other player already has a Control Marker there, moving in Army Units and engaging in Colonial Combat for Control as normal.

4,1: Japanese War Party Gains Prestige. + 1 ETI. Double the Japanese Income from his Colonial office this turn. Japan must spend at least £30 maintaining and/or constructing Military Units this turn.
Note: If Japan is a Minor Power, increase the ETI and count this as a completed event, but ignore the rest of it.
4,2-3: Unrest. Roll on Unrest Table A.
4,4-6: Unrest. Roll on Unrest Table B.

5,1: Unrest. Roll on Unrest Table B.
5,2-6: Unrest. Roll on Unrest Table C.

6,1-6: Unrest. Roll on Unrest Table D.


Unrest Table A

123456
1AdenAngolaAshanteeAustraliaBengalBerbera
2CanadaCape ColonyGabonGold CoastGuianaHindoostan
3Inner MongoliaKaiser Wilhelm's LandKambaraKamerunKashmirKongo
4MadagascarMauretaniaMozambiqueNewfoundlandNew GuineaNew Zealand
5PapuaPunjabRajputanaRhodesiaSarawakSokoto
6SomaliaSudwest AfrikaTchadTogolandUgandaUnited Provinces

Unrest Table B

1Afghanistan
2Anatolia
3Egypt
4Orange River Free State
5Phillipines
6Transvaal

Unrest Table C

123456
1AbyssiniaArgentinaBechuanalandBoliviaBrasilBurma
2Central ChinaChileCochin ChinaColombiaDutch East IndiesEcuador
3EritreaFederated Malay StatesFormosaFukienKansuKenya
4Kwang-SiManchuriaMaroccoMongoliaNigeriaPeru
5Port ArthurQuwaitShang-HaiShan-TungSiamSzech-Wan
6TanganyikaTauregTibetTripoliTunisVenezuela

Unrest Table D

1-23-45-6
1BaluchistanBulgariaCentral America
2CubaGreeceHawaii
3IndochinaKoreaMexico
4PanamaPersiaPorto Rico
5RumaniaSerbiaSin-Kiang
6SoudanTurcomaniaYunnan

Random Event Notes:
• No event may occur twice in a turn. No Area may go into Unrest twice in a turn. If this happens, reroll the second occurrence.
• Forced expenditures: If a power is forced to spend money due to a random event but does not have enough money, he must first maintain all appropriate units, then maintain status markers and, if any money remains after this, must spend as much of the remaining funds as possible building units.

• Optional rule from the addenda: If an area adjacent to an Ottoman Empire area or possession goes into unrest, and no power suppresses it, the area immediately becomes an Ottoman Empire possession. Use a spare counter to represent possession and a 5-strength army unit. (Do not use the 5-strength units provided with the game, because they are needed for Chinese rebellions.) If this expansion gives a power a casus belli against the Ottomans, and a Congress of Europe is called, the Ottomans will yield the area in question, but no others, if required by the Congress to do so. If the expansion gives a power a casus belli, and war results, the area, but no others, may be conquered during the resulting war. During any subsequent war with the Ottomans, any Ottoman possessions are treated as Ottoman Empire areas. If an acquired area later goes into unrest again, the Ottomans will move in two additional 5-strength army units and attempt to suppress it; if multiple areas are in unrest, the two 5-strength units move to the area with the highest economic value (the armies already occupying other areas will try to suppress unrest by themselves). Once the Ottomans suppress unrest in a possession, it becomes an Ottoman Empire area.